Tuesday, April 17, 2012

Team Sorian Suggestion:

Playing small skirmish games, I can beat the Sorian AI c in 25 mins flat usually.



One thing that would make sorian AI much hardier would be for the commander to not run into units. Its fine that the AI uses the commander to clean T1 swarms, but it should check if there are T2 units, and flee from those. If it was in TML range it should go to the nearest shield and build other shields around.



I really gotta learn lua so I can do these changes myself, but I dont think its too hard - just add a check for tech2(and above) units (there is a function that returns the tech level of a unit, right?)



Its that one way of beating sorian ai is to simply scout the commander, wait till hes in a nearby position, then go to him with your t2 army. He wont run, and will die.



Or better yet - if (opponent has t2factory) {leave_base = False}



You get my drift. :D|||What version is that?|||I got 2.4



Sorian commanders still wade into a mess of tier2 units, then comically try to flee when they reach 75%.|||play the cheater version, its alot harder to get anywhere near the ACU and when you do its probrably fully upgraded anyways|||Even the cheater version - specially if you tech faster than he does. Only problem is the AI Firebases - usually placed in the base, near the ACU, that tear up your offensive forces. BUT if you park yourself near his base, just outside firebase range... he will eventually come and die. (Like on finn's revenge. Make a couple of defensive firebases on the chokepoints, wait for commander to come in to build anything... BOOM).|||I was pitting a bunch of AIs against eachother in skirmishes, and I did notice that the commanders were still too risk-taking. The rush AI was particularly bad, with the commander rushing out into battle with T2 units and getting destroyed.



I think the commander should be a bit more conservative as to what sort of units it will take on. It's one thing to use it effectively offensively, it's another to throw away the ACU trying to take out a handful of T2 units.|||Sorian like all AI seems to some times have bad stuck up moments which cause it to make strange mistakes that can make it lose. Even on ideal map settings.



I have recently downloaded the Sorian2.6/Jaws2002 pack after having a shot at ranked play and getting notoriously pwned.(this is an important note towards the rest of the post my skill is abhorrently low)

I played all the games accordingly to Sorians map requirements(only "good" or "very good" map)



I launched the first game against the Sorian Rush AI on 1v1 Winter Duel. I was playing UEF and the AI played Cybran. At first all went relatively well. I managed to destroy two mass points on its side and it failed to rebuild them. Then the first large rush wave came but my defensive force(few PD there still) managed to hold. Holding of its attacks with my ground force(preventing me from counter-attacking. Interceptor spam prevented its air-units from doing any harm. I advanced to T2 before the AI and started making Pillars. The tanks helped my ground force to quickly sweep past its T1 swarm and attack its Commander making forward defenses. Its Comm was at half health when finally he manage to escape behind his PD and force my Pillars to retreat. Its next attacks began consisting of T2 units and the stalemate continued for a while until it built shielded artillery and TMLS which quickly shelled my force and proceeded on bombarding my base(which was shielded at the time so relatively safe). In a desperate act I went to T3 but it was to late and the handful of units could not destroy his firebase. The rest of the game was just my slow succumb while pinned at my base constantly shelled and attacked by SABs.



At that moment I was pretty impressed by the AI.



Next game was any experiment. I decided to take on the Jaw2002 AI on Four Corners. I was Aeon(first time except from campaign) and it was UEF. I wanted to use all means necessary to win and employ the most wussy tactic I could imagine. The game ended at 15min after my straightforward mercy rush combined with scout spam.



Feeling(slightly) more confident I tried Winter Duel again. I was UEF again and played against Aeon Sorian Rush AI. The beginning was similar to the first except I built a T1 fire base on top of the outermost canyon on my side of the map which made short work of its rushes this time while my force accumulated. Once again I went to T2 first after making a large force of Lobos, Strikers, MMs and Mobile AA. After the AI next force bit the dust(this one consisted of some T2 tanks) I counterattacked with the latter army and some Pillars. The Lobos swept through the its PD and wrecked its base finally blasting the cornered Commander.



A fair victory. The next two games i played where somewhat odd though.



First up was a 1v1 on Setons Clutch versus a Cybran SJ Chooser AI(I was UEF again). I don't know what it chose. Basically the AI restrained from making any units excepts for naval(cruisers but only on one side of the basin!) and Engineers. I waited until T3 before attacking with a mix of ground units from all tiers. I met little resistance until I got near his base and got hit by artillery and TMLs. I sent a constant stream of unit to harass the base but got the Comm with Scout spam and Tactical Cruisers parked by his coast(the coast with no defenses).



Was this behavior somehow bugged??

Last game my victory was just stupid.



White Fire, Jaw2002 AI 1v1 UEF(me) vs Aeon. Nothing interesting most of the game only me harassing mass points with bombers and it doing the same with Frigates(no attack boats or subs :P ). The games ending was downright comedic. I flew a swarm of scouts over its base only to notice that the Comm isn't there. After further inspection(with the scout swarm) I found the Aeon Commander just behind his base, standing alone on naked ground presumably doing nothing. Unfortunately for him I had a group of 13 T2 Gunships flying to blast some mass points at the moment. So with the fleeing scout pulling away his Intys the Gunships attacked the helpless Commander that was still doing nothing. He began to run back towards his base but didn't make it.



Replay: http://files-upload.com/files/462283/Jaws-wtf.SupremeCommanderReplay

Look at what the AI Comm is doing late game. Also criticism towards my game play would be nice.



So here is my point: In the last two games the AI would have beaten me if not for some strange seemingly buggy occurrence. Q1:Are things like this common? Q2: Should I reinstall my AI pack?|||I noticed that too, v sorian 2.6 and 2.5



playing Setons.



Me Cybran, AI UEF and others (played a few rounds)



The AI seems to randomly patrol round base even when it knows units are there. So spamming tech 1 units from 3-4 factories and launching constant 40 unit mixed wave attacks I will encounter than AI commander constantly as it moves to rebuild and can sometimes even kill it with tech 1 waves.



Sometimes if the game progresses long enough the AI may decide to send th e commander to build an outpost

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